Welcome to the repository for the Houdini PCG Translator For Unreal.
This plug-in provides seamless integration between Houdini Engine and Unreal PCG:
- Houdini Node in PCG Graph (Recommand >= 5.6).
- Allow both PCGDataAsset input and output, and PCGComponent input, without any exchange files.
- Support PCGPointData/PCGPointArrayData, PCGSplineData and PCGDynamicMeshData(>= 5.5)
- Also see Tutorial
This plug-in relies on my custom HoudiniEngineForUnreal, so similar compatibility as the Houdini Engine, but only support Unreal >= 5.4 (Examples only run with >= 5.5, PCG Houdini Node Example only run with >= 5.6).
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In this GitHub repository, click Releases on the right side.
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Download the Houdini PCG Translator zip file that matches your Unreal Engine Version.
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Extract the HoudiniPCGTranslator and HoudiniEngine to the Plugins of your Unreal Project Directory.
e.g.
C:/Unreal Projects/MyGameProject/Plugins/HoudiniPCGTranslatorandC:/Unreal Projects/MyGameProject/Plugins/HoudiniEngine
- Tutorial
Require Unreal Engine >= 5.5 to run these examples.
See
/HoudiniPCGTranslator/Example/EUBP_HE_Example_PCGDataInputand/HoudiniPCGTranslator/Example/he_example_pcg_data_outputin the content of this plug-in. - Houdini Node in PCG Graph Example Require Unreal Engine >= 5.6.
See
/HoudiniPCGTranslator/Example/PCG_HE_Example_HoudiniNode
Support Houdini Node in PCG Graph.
Support both input and output of PCGDataAsset and input of PCGComponent(Wire the data to the output node in PCGGraph, then Using actors(world) input)
Support PCGPointData/PCGPointArrayData, PCGSplineData and PCGDynamicMeshData(>= 5.5)
Here are some attributes for PCG data input and output
i@unreal_output_pcg_data_asset
= 1 on detail, curves/points will output as PCGSplineData/PCGPointData/PCGDynamicMeshData in PCGDataAsset
@unreal_pcg_attribute_*
define a PCG attribute, support float, int, vectors, transform, quaternion, object path, string, etc.
s[]@unreal_pcg_tags
Tags on PCGData, useful when output splines that tagged with building grammers. Could be either string or string array.
s@unreal_object_path
define where PCGDataAsset should be created at.
@P, p@rot, v@scale
General attributes for PCGSplineData and PCGPointData input and output. For PCGSplineData input, must add parm tag { import_rot_and_scale = 1 } to operator path input parm.
f@density, v@Cd, f@Alpha
General attributes for both PCGPointData input and output
v@unreal_spline_point_arrive_tangent, v@unreal_spline_point_leave_tangent
Attributes for specify point tangents on PCGSplineData
i@curve_closed
on curves, to define whether a spline is closed or open
i@curve_type
if no tangents found, then this attribute can be used to set spline point as linear( = 0)